[ACG][Outpost I]JohnF's Season of Plundered Tombs Adventure 1: Serpents in the Deep

Game Master JohnF

Currently playing scenario 3-2E: Maybe You Saw This Coming


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Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.

Turn: 21 Rivani/Keith

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.


Blessings Remaining: 9
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 211 Erasmus)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessings Deck Card 2 (Turn 212 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 213 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 214 Rivani)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 215 Erasmus)
Spoiler:
Blessing of Nethys
Blessing C

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 216 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 7 (Turn 217 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 8 (Turn 218 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 219 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Scenario Deck Card 1:
Collapsing Scaffolding
Barrier C

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Scenario Deck Card 2:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Scenario Deck Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Scenario Deck Card 4:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

Scenario Deck Card 5:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M:0 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0

Precinct of Left Eyes Card 1:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Precinct of Left Eyes Card 2:
Fire Kukri +1
Weapon 1

Traits
Knife
Melee
Slashing
Fire
Magic
Elite

Check
Strength
Melee
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Precinct of Left Eyes Card 3:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:0
Located here: Rivani/Keith, Korundo/Elinnea

Smoking Den Card 1:
Qasin
Ally 2

Traits
Outsider
Psychopomp

Check
Charisma
Diplomacy
Divine
10

Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Smoking Den Card 2:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Smoking Den Card 3:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Smoking Den Card 4:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.

Warehouse 1
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon, armor, or item from the box and attempt to acquire it.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:0
Located here: Erasmus/Akaitora

Warehouse 1 Card 1:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

Warehouse 1 Card 2:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Warehouse 1 Card 3:
Tomb Raider
Ally B

Traits
Human
Rogue
Basic

Check
Charisma
Diplomacy
Acrobatics
4

Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Warehouse 1 Card 4:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Warehouse 2
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon, armor, or item from the box and attempt to acquire it.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:0

Warehouse 2 Card 1:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Warehouse 2 Card 2:
Black Marsh Spider Venom
Item 2

Traits
Liquid
Poison

Check
Intelligence
Craft
8

Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Warehouse 2 Card 3:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Warehouse 3
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon, armor, or item from the box and attempt to acquire it.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Salim/Deane; Elemental Treaty

Warehouse 3 Card 1:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Warehouse 4
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon, armor, or item from the box and attempt to acquire it.
M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:0

Warehouse 4 Card 1:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.

Warehouse 4 Card 2:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

Powers
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Warehouse 4 Card 3:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.


Rivani moves to the Warehouse 4 to try and help cover it, where she once again eyes this Collapsed Scaffolding.
Acrobatics 4: 1d12 + 3 ⇒ (9) + 3 = 12
She hopes the Thrush will see fit to protect her from the collapse, as well as shield the contents of the warehouse, a high and unlikely ask indeed.
Acrobatics 4: 1d12 + 3 + 1d12 ⇒ (4) + 3 + (5) = 12

Rivani is quite pleased to have somehow come out of that unscathed.

Rivani

Hand: Blessing of Milani, Spelldagger, Frigid Blast, Sign of the Pack, SotPack, Psychic Detective,
Deck: 7 Discard: 3 Buried: 5
Displayed: Elemental Treaty, (Warehouse 3),

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (■ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

If I ever manage to run into the jewel box, I can totally deal with it. I don't seem to be able to find it, though.


Erasmus's Deck Handler

I'll take a risk here, since it seems like we have mostly barriers left in the siege deck. At the beginning of his turn, Erasmus chooses "Weapon" to recharge Missing Eye and the Spear of the Watchful Guardian, giving himself +3 in all his checks this turn.

Erasmus continues trying to remove as many traps as possible. He runs into a glyph that causes "Echoes of Confusion" to manifest.

Perception DC 8: 1d8 + 6 ⇒ (4) + 6 = 10

He is not fooled by the spell, however, and manages to activate it harmlessly.

Erasmus wrote:

Hand: Talisman Crafter, Tussah Silk Cloak, Harrow Deck, Psychic Reading, Blessing of the Gods 3,

Displayed: Spirit Relatives,
Deck: 6 Discard: 5 Buried: 1
"Notes: -Spirit Relatives' token is on Nissa, giving Erasmus the skills Melee: Strength and Fortitude: Constitution, and boosting his Strength, Melee and Fortitude checks by 1d4 +2
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [x] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


Salim

Salim stubs his toe on something and looks down, ”This ends now.”

Discard Blessing of the Gods
Disable DC 8: 3d4 ⇒ (4, 2, 3) = 9

Clearly weakened by repeated attempts to open it, the box shatters and sprays poison in Salim’s face. 1d4 ⇒ 2 Will need two items from the box.

”Nailed it!

Discard Blessing of Shelyn to explore.

The commotion of the shattered box caused a Genekin to appear; of which Salim makes short work.

Combat DC 12: 1d8 + 3 + 2d4 + 2 ⇒ (8) + 3 + (2, 4) + 2 = 19

Salim wrote:

Hand: Cure, The Melted Blade, Item from Box, Item from Box, Spyglass,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.
Add 1d4 to your non-combat check against a bane.


Deck handler

Nice work Salim! Top blessing on my turn: Blessing of Pharasma

Korundo looks around. The thieves seem to be almost completely run off by now, but he peeks into the last corner.

Dry Quicksand:

Barrier B
Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

How does this work with a siege deck? If I don't defeat it, would I go into my location deck (meaning the siege deck is then empty and we win automatically) or into the siege deck (meaning I can explore one more time and then we win automatically?) Either way it seems as though it doesn't actually matter if it's defeated or not.


Salim

Yeah...I took a calculated risk knowing that I could probably handle any combat and, if something came up that I couldn't handle, there were ample blessings available.

As far as the quicksand goes...I can see it going either way..but my hunch is that you'd be shuffled into your location deck as opposed to the siege deck. With 5? Blessings left it would probably be easy enough to fish you out...plus we might uncover some loot in the process. However if your corner of the warehouse is full of Baited Jewel Boxes we're in for some trouble!


Erasmus's Deck Handler

Do we even have the option to explore the locations as opposed to the siege deck? The way I read the rules, we can't. That would mean Korundo is out for good if he fails and goes in the location deck, so I'm inclined to think that he would go into the siege deck so that we would be able to get him out.


It is tricky to encounter someone in a location deck, though it is possible to examine them (which also frees them). Damage would also eventually banish their token, which oddly enough frees them. Quicksand is extremely scary early in a siege, and actually a blessing at the end of a siege. Perhaps a bit anticlimactic, but we win.


Salim

OK...I just re-read Defensive Stance...the way it reads you may examine your location deck or the siege deck but when you explore it must be the siege deck.

Lone Shark Games

Oh, when Salim took damage from the box - assuming you couldn't reduce it to 0 (Elemental Treaty got 1 point of the 2), the last boon in Warehouse 3 died (as well as top in Warehouse 2 and Precinct), so "When Permanently Closed: On closing, draw a random weapon, armor, or item from the box and attempt to acquire it." - Salim has a chance to find a weapon or something in the remains, which could be cool.

Quick skim, which might be off, I see:
Armor 2 x 2
Item 2
Ally 2 x 2
Weapon 1
Item 1 x 3
Armor B
Ally B
Item B
Spell B
Weapon B
Didn't bother listing multiple of the Bs.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I'm not sure that "When Permanently Closed" clause should activate - the closing was a result of the deck being empty, not a result of somebody managing to close the location by succeeding at a closing check.

However, the fear that the location deck would be full of baited jewel boxes is groundless - the location decks contain only boons. All the banes were in the siege deck.


Salim

What can I say? I have developed a well founded phobia of Baited Jewel Boxes.


Deck handler

To make it official

Survival 9: 1d8 + 3 ⇒ (6) + 3 = 9

Korundo is slightly shocked to find a patch of quicksand inside a smoking den. It sounds entirely too hazardous. However, thanks to his darkvision and sharp senses he is easily able to avoid it, and he sets up a small barrier around it to keep anyone else from falling in.

"Well, that's that then," he says, dusting off his hands.


Erasmus's Deck Handler

Keith, was the list you posted above a list of boons we acquired? Because I thought we hadn't been able to acquire anything during this mission.

Lone Shark Games

JohnF wrote:
I'm not sure that "When Permanently Closed" clause should activate - the closing was a result of the deck being empty, not a result of somebody managing to close the location by succeeding at a closing check.

It turns out that how the location is closed doesn't matter too much for that clause - similar to when a villain does it, bypassing the closing check. It's a little odd when it happens to damage, then gives you a good thing, like here, but it's much like being able to salvage something from the collapsing room.

Later on, there are some worse things that happen, like more damage, or scourges. There's one instance where you can change your role card if you let a siege location get emptied.

Quote:
Keith, was the list you posted above a list of boons we acquired? Because I thought we hadn't been able to acquire anything during this mission.

Reward for the mission (and every siege mission so far) includes that we get what's left. I was just eyeballing what it looked like was left, though. John will have a better list.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Apart from the cards left in location decks, I show an Item B (Alchemist's Kit) and an Ally B (Caravan Guard).

I assume we're good for at least one more scenario?
I'm happy to continue running longer (at least until the end of AD2, anyway), but of course we won't qualify for boon rolls after Outpost ends.


Salim

I’ll play as long as you’re willing to run...this has been a great experience. One of my favorite PbP experiences to date.

As for upgrades....the pickings are somewhat slim for me at the moment. My top two choices would be Weapon 1 or Ally 2...otherwise I’ll make due with a Basic of some sort. (I haven’t cracked open my Ultimate Combat deck yet...maybe I should?)


Deck handler

I would also be happy to keep playing for a while yet, as long as you’re willing to keep running. I’ve been having a blast here.

For upgrade, my preference would be an Ally 2, then Armor B or Weapon 1.


Erasmus's Deck Handler

I would definitely like to continue playing for as long as you want to continue running.
My only two viable upgrades are
Item 2: 1d1000 ⇒ 187
Ally 2: 1d1000 ⇒ 423


Salim

Weapon 1: 1d1000 ⇒ 914
Ally 2: 1d1000 ⇒ 956


I'll take an Item 1. Apparently, one of these rogues was carrying a book on the binding of fiends. How strange.

In other news, Rivani is cheerfully adding Ultimate Magic. Also happy to keep playing.

I'd encourage you to crack open Ultimate Combat and look it over at least. Ultimate Intrigue (out in a couple weeks or so) does have some other great things in it for Salim, so it depends a little on your playstyle. I'd personally be deciding between those two, I think.


Salim

Since there is competition for Ally 2 and no one else’s first choice is Weapon 1 I’ll take the latter. I’m deciding between Deathbane Light Crossbow +1 and Cat-O’-Nine Tails.


Deck handler

Then it looks like we've got:

Salim - Weapon 1
Rivani - Item 1
Erasmus - either Item 2 or Ally 2 since I guess they're both available
Korundo - Ally 2

Are there any other rewards for the scenario?


Erasmus's Deck Handler

My preference is Item 2, if that makes the decision any easier for you Deane. I'll go ahead and take the Item 2 upgrade.


Salim

I think I’ll stick with Weapon 1...I’ll bump up Dex again for my skill feat. I think it’s better to play to my strengths than try to round out my weaknesses.


Hmm. I think I'll switch to Ally 2, since no one is taking it.

Rivani invites a Cleric of Nethys to join our adventures.

She also continues to improve her Intellect.


Deck handler

Korundo not-so-politely tells the vulture to bug off, and invites a hatchetbird to carry him around instead.

I think I will increase Wisdom again, though I was seriously considering boosting Strength instead. I'll have him do some weight-lifting sooner or later.


Erasmus's Deck Handler

Erasmus feels stronger after having shared this last ordeal with Nissa. He's taking a STR skill feat.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Right. Glad that everybody is sticking around - this has been a good table!
I'll just make sure the reporting is complete, then I'll set up the next scenario.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

You defeated the raiders and recovered all of your supplies. As you prepare to summon the guards to arrest these would-be thieves, their leader shouts, “Wait! If you send me to the guards, I’ll tell everyone I can about your little Pathfinder mission to the sky pyramid. If you don’t, I’ll tell you who sent me.”
Your spine stiffens. If these thieves know about your discovery, how far could rumors have spread? You briefly contemplate taking his deal, but conclude that Sothis’s guards are unlikely to trust the word of a thief. Still, as the guards take him and his compatriots away, you wonder how your secret escaped.

As you have already surmised, you get all the boons remaining in the location decks.
you also get access to two additional traders: Auction House and Falsin Deek

Auction House offers Allies (cost: 2 boons)

Falsin Deek offers Items (cost: 2 boons)


Salim

The Church of Pharasma has not been generous insofar as sharing their more useful items. Salim will visit Falsin Deek in the hopes of acquiring something beneficial.


Rivani will continue to peruse the wares at the Smiths of Wati, now that it seems they occasionally stock useful weapons.

"The Auction House is a most distasteful concept, of course, but if any of you have the funds, it is a most expeditious way to do good. Simply purchase someone, then set them free afterwards."


Erasmus's Deck Handler

I normally wait until I see the scenario rules and the locations to decide on a trader since I usually switch things around depending on what I see. Do you think we could see the next scenario's rules, JohnF?

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

After checking thoroughly to ensure that the raiders did not sneak away with any of your supplies, you and your Aspis allies depart Sothis to find the sky pyramid. The first few days of the journey are slow but relatively uneventful. As the sun climbs above the horizon on the fourth day, the frigid night air gradually gives way to blistering heat. Your camel’s rocking gait jostles your saddle. When the sun reaches its zenith, you stop to rest, pitching a low tent for shade. Out of the blazing sun, you take deep swigs from your canteen and reflect on the journey ahead.
The map you found on the ancient tablets narrows your search to a patch of desert a few miles across, in the middle of a particularly dry region that travelers avoid. Hopefully, the pyramid won’t be too difficult to find among the rolling dunes.
In the distance to the north, a group of attractive figures appears, some feminine and others masculine. They dance beneath the blinding rays, clad in copper armor and adorned with entrancing veils. You rub your tired eyes. Is this some sort of strange mirage? Perhaps they are members of the local elemental tribes who may be able to help you find what you seek? The only way to know for sure is to investigate.
Briefly leaving the shelter of the camp behind, you set forth. Just as you reach shouting distance to the mysterious figures, your footing gives way. Quicksand! Before you can come up with a plan to free yourself, the dancers rush toward you. Are they here to help, or is this an elaborate trap? You must decide quickly, before the sands drag you under.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Turn: 0

Blessings Remaining: 0
Blessings Deck

Blessings Deck Cards/Turn Order:

Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:


Erasmus's Deck Handler

Erasmus will visit Sunburst Market and trade his Posession scrolls for a scroll of Elemental Treaty.


Deck handler

Does this scenario work like the quicksand card, that you get out if your card is uncovered? I'm wondering if we should start grouped up more than we usually do, to help dig each other out quickly.

Also, I'd like to trade out my armor for something. Would it be helpful to have another Remove Curse?


"Indeed, let us work together to extricate ourselves from this Quicksand before those strange dancers get to us."

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

@All: I built one too many locations - there are only 5.

Please don't select "Shifting Dunes" as your starting location.
This will all be fixed in the next scenario post.

There is no villain in this scenario, just a Pairaka Henchman in each location deck.

Pairaka:

Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


Salim

Does anyone else wants to use Akhentepi's Armor?


Deck handler

Korundo decides to go to the Sunburst Market to exhange his own armor for some curse-removing magic, so he has no objection to Salim wearing the fancy local armor.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Traders:

Random Weapon #1:

Weapon 2

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Weapon #2:

Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Item #1:

Item 1

Traits
Object
Magic
Mummy

Check
Wisdom
Survival
Divine
6

Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.

Random Item #2:

Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

Powers
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.


Salim

Salim will don the Akhentepi's Armor once again. If we're all going to start at the same location I'm not sure which one is most advantageous...probably not one that deals damage to everyone when closing.


Erasmus's Deck Handler

Does anyone want to use Remove Curse and/or Spear of the watchful guardian this time?

I suggest we go to the thornsscrub first. It is likely that one of us will be able to get an elemental treaty out before we close the location, making it an autoclose.


Deck handler

I'm planning to bring my ankylosaur again, who blocks 1 damage, so both the Thornscrub and Volcanic Vents will be an automatic close for Korundo regardless. But the Thornscrub seems like a reasonable place to collectively begin.

I'm also wondering though - what happens if somebody finds the henchman and closes the location while people are still in it? Is there something to keep them from being banished?


Salim

I found this on page 15 of the Mummy's Mask rulebook: Some cards require you to shuffle your character token into a location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; you cannot move, and you must evade any banes you encounter.


Deck handler

Ah! That's the rule I was missing. Thanks.


"I have no interest in the Smiths' wares this day. I will instead purchase some Curse Removal from the Sunburst Market.Thornscrub sounds like an excellent place to escape this Quicksand."

Game of Afterlife, traded for Remove Curse.

Rivani

Hand: Frigid Blast, Fiery Glare, Inflict Pain, Acid Jet, Charm Person, Sign of the Thrush,
Deck: 10 Discard: 0 Buried: 2

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (■ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Rivani is ready to slay some monsters.


Deck handler

Opening hand, after I display the ankylosaur

Korundo wrote:

Hand: Snow Leopard, Compass, Frilled Lizard, Charm Animal, Blessing of the Elements

Displayed: Pygmy Ankylosaur
Deck: 11 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [X] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [X]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.

Once again, I will need an animal to charm. It seems that between the two of us, we'll never be short on allies.


Salim
Salim wrote:

Hand: Akhentepi’s Armor, Quartermaster, Grave Tender, Sage’s Journal, The Melted Blade,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.
Add 1d4 to your non-combat check against a bane.

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